* Dearchive using assets metadata rather than assuming everything is a texture
* However, still not actually archiving anything except textures0.6.0-stable
parent
ed19c429b1
commit
168f9367cb
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@ -42,6 +42,11 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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/// </summary>
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public static readonly string TEXTURE_EXTENSION = ".jp2";
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/// <summary>
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/// Path for the assets metadata file
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/// </summary>
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public static readonly string ASSETS_METADATA_PATH = "assets.xml";
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/// <summary>
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/// Path for the prims file
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/// </summary>
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@ -45,8 +45,8 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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private Scene m_scene;
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private string m_loadPath;
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protected Scene m_scene;
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protected string m_loadPath;
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public ArchiveReadRequest(Scene scene, string loadPath)
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{
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@ -59,6 +59,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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protected void DearchiveRegion()
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{
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TarArchiveReader archive = new TarArchiveReader(m_loadPath);
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AssetsDearchiver dearchiver = new AssetsDearchiver(m_scene.AssetCache);
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string serializedPrims = string.Empty;
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@ -75,28 +76,18 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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serializedPrims = m_asciiEncoding.GetString(data);
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}
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else if (filePath.Equals(ArchiveConstants.ASSETS_METADATA_PATH))
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{
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string xml = m_asciiEncoding.GetString(data);
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dearchiver.AddAssetMetadata(xml);
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}
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else if (filePath.StartsWith(ArchiveConstants.TEXTURES_PATH))
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{
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// Right now we're nastily obtaining the lluuid from the filename
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string rawId = filePath.Remove(0, ArchiveConstants.TEXTURES_PATH.Length);
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rawId = rawId.Remove(rawId.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
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m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
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// Not preserving asset name or description as of yet
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AssetBase asset = new AssetBase(new LLUUID(rawId), "imported name");
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asset.Description = "imported description";
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asset.Type = (sbyte)AssetType.Texture;
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asset.InvType = (sbyte)InventoryType.Texture;
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asset.Data = data;
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m_scene.AssetCache.AddAsset(asset);
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dearchiver.AddAssetData(filePath, data);
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}
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}
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m_log.DebugFormat("[ARCHIVER]: Reached end of archive");
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m_log.Debug("[ARCHIVER]: Reached end of archive");
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archive.Close();
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@ -0,0 +1,184 @@
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Reflection;
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using System.Xml;
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using libsecondlife;
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using log4net;
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using OpenSim.Framework;
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using OpenSim.Framework.Communications.Cache;
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namespace OpenSim.Region.Environment.Modules.World.Archiver
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{
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/// <summary>
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/// Dearchives assets
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/// </summary>
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public class AssetsDearchiver
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected static System.Text.ASCIIEncoding m_asciiEncoding = new System.Text.ASCIIEncoding();
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/// <summary>
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/// Store for asset data we received before we get the metadata
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/// </summary>
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protected Dictionary<string, byte[]> m_assetDataAwaitingMetadata = new Dictionary<string, byte[]>();
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/// <summary>
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/// Asset metadata. Is null if asset metadata isn't yet available.
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/// </summary>
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protected Dictionary<string, AssetMetadata> m_metadata;
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/// <summary>
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/// Cache to which dearchived assets will be added
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/// </summary>
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protected AssetCache m_cache;
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public AssetsDearchiver(AssetCache cache)
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{
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m_cache = cache;
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}
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/// <summary>
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/// Add asset data to the dearchiver
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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public void AddAssetData(string assetFilename, byte[] data)
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{
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if (null == m_metadata)
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{
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m_assetDataAwaitingMetadata[assetFilename] = data;
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}
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else
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{
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ResolveAssetData(assetFilename, data);
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}
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}
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/// <summary>
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/// Add asset metadata xml
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/// </summary>
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/// <param name="xml"></param>
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public void AddAssetMetadata(string xml)
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{
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m_metadata = new Dictionary<string, AssetMetadata>();
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StringReader sr = new StringReader(xml);
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XmlTextReader reader = new XmlTextReader(sr);
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reader.ReadStartElement("assets");
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reader.Read();
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m_log.DebugFormat("next node {0}", reader.Name);
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while (reader.Name.Equals("asset"))
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{
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reader.Read();
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AssetMetadata metadata = new AssetMetadata();
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string filename = reader.ReadElementString("filename");
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m_log.DebugFormat("[DEARCHIVER]: Reading node {0}", filename);
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metadata.Name = reader.ReadElementString("name");
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metadata.Description = reader.ReadElementString("description");
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metadata.AssetType = Convert.ToSByte(reader.ReadElementString("asset-type"));
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metadata.AssetType = Convert.ToSByte(reader.ReadElementString("inventory-type"));
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m_metadata[filename] = metadata;
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// Read asset end tag
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reader.ReadEndElement();
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reader.Read();
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}
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m_log.DebugFormat("[DEARCHIVER]: Resolved {0} items of asset metadata", m_metadata.Count);
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ResolvePendingAssetData();
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}
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/// <summary>
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/// Resolve asset data that we collected before receiving the metadata
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/// </summary>
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protected void ResolvePendingAssetData()
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{
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foreach (string filename in m_assetDataAwaitingMetadata.Keys)
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{
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ResolveAssetData(filename, m_assetDataAwaitingMetadata[filename]);
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}
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}
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/// <summary>
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/// Resolve a new piece of asset data against stored metadata
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/// </summary>
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/// <param name="assetFilename"></param>
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/// <param name="data"></param>
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protected void ResolveAssetData(string assetPath, byte[] data)
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{
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// Right now we're nastily obtaining the lluuid from the filename
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string filename = assetPath.Remove(0, ArchiveConstants.TEXTURES_PATH.Length);
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if (m_metadata.ContainsKey(filename))
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{
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AssetMetadata metadata = m_metadata[filename];
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string rawId = filename.Remove(filename.Length - ArchiveConstants.TEXTURE_EXTENSION.Length);
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m_log.DebugFormat("[ARCHIVER]: Importing asset {0}", rawId);
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AssetBase asset = new AssetBase(new LLUUID(rawId), metadata.Name);
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asset.Description = metadata.Description;
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asset.Type = metadata.AssetType;
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asset.InvType = metadata.InventoryType;
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asset.Data = data;
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m_cache.AddAsset(asset);
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}
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else
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{
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m_log.ErrorFormat(
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"[DEARCHIVER]: Tried to dearchive data with filename {0} without any corresponding metadata",
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assetPath);
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}
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}
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/// <summary>
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/// Metadata for an asset
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/// </summary>
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protected struct AssetMetadata
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{
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public string Name;
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public string Description;
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public sbyte AssetType;
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public sbyte InventoryType;
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}
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}
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}
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